THE MERGE

v4.3 — EXECUTIVE BRIEFING
GENRE: Social Strategy / Asymmetrical Roguelike
PLATFORM: Web/Mobile Browser
PACING: Asynchronous Turn-Based (12-Hour Intervals)
STATUS: INTERNAL — GEOMETRIC REVISION
This document is a condensed operational summary of GDD v4.3.
For complete rulings, see THE MERGE GDD v4.3 — COMPLETE EDITION.
// THE WEIGHT OF THE MOVE IS THE WEIGHT OF THE TRUTH.
//

1. WHAT IS THE MERGE?

Two factions (Syndicate and Swarm) start in opposite corners of a 6×6 grid, hidden from each other in total darkness. They move twice per day on strict 12-hour timers. The goal: navigate a hidden maze to reach the enemy's spawn tile.

Every move costs something. Pinging for intel leaves a trail. Staying quiet keeps you safe but blind. Your own teammates might be feeding you bad data and nobody—including them—knows it.

If you reach the enemy spawn: you win. If you collide on the same tile: everyone dies. There is no respawn.

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2. HOW IT PLAYS

The Grid

6×6 tiles, three concentric zones. The center is fast but dangerous. The edges are slow but quiet.

OUTER RING (20 tiles)

Vague sonar. Scars fade quickly (25% entropy). Safe and slow.

INTERMEDIATE ZONE (12 tiles)

Quadrant-level sonar. 50% entropy. The DEAD HAND payload zone.

INNER CORE (4 tiles)

Exact coordinate exposure. 50% entropy. Fastest diagonal shortcut—but you're naked.

Core sonar activates after Cycle 3. Before that, it reads as Intermediate—a window for early center rushes.

Spawns: Syndicate at (0,5), Swarm at (5,0). Manhattan distance: 10. Diagonal opposition means every route requires both horizontal and vertical movement.

The Daily Cycle

Every 12 hours, each faction votes on two things simultaneously:

  • MOVEMENT: N, S, E, W, or STALL. Majority wins. Ties = paralysis (nobody moves).
  • POSTURE: PING (active sonar, costs +1 Signal Debt) or DRIFT (silent, reduces debt by 1).

Votes can be changed any time before the deadline. No early resolution—even unanimous votes wait for the timer.

Turn Resolution [v4.3 Pipeline]

Turns resolve in a strict 14-step sequence. The critical order:

  • Step 1: Collision check (instant game over if both factions share a tile)
  • Steps 2–3: Movement and Dead Drop resolution
  • Steps 4–6: DEAD HAND dwell, scar generation, scar decay
  • Steps 7–11: Posture, debt, sonar, scar breach telemetry, proximity check
  • Step 12: Modifier middleware (VX_/OW_ effects applied)
  • Steps 13–14: Schism falsification, then delivery to per-player channels

Modifiers transform results—they never replace the pipeline. Collision is always checked first.

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3. THE FIVE SYSTEMS

A. Thermal Scars

Every tile you visit leaves a "Thermal Scar" that persists for 2 cycles (or 3 if your Signal Debt is ≥ 5). If the enemy steps on your scar, you get axis telemetry (LONGITUDINAL or LATITUDINAL shift). At high debt, you just get VECTOR UNKNOWN.

Scars also have a hidden entropy roll each cycle—25% on Outer tiles, 50% on Interior—that can randomly extend their lifespan. Stealth on the perimeter is mechanically real.

B. Signal Debt

Every PING costs +1 to a shared faction counter. Every DRIFT costs -1 (floor: 0).

Debt ≥ 3: Scar telemetry degrades to VECTOR UNKNOWN.
Debt ≥ 5: Your own scars last longer (base 3 cycles instead of 2).

Sustainable rate: alternate PING/DRIFT (debt hovers ~1–2). Three consecutive PINGs crosses into degradation.

C. The Dead Drop

Once per match, a faction can sacrifice their movement to plant a fake scar ("Phantom") on any tile. The Phantom is completely indistinguishable from a real scar. When the enemy walks on it, they receive fabricated axis data. The planting faction knows what they planted—Signal Debt suppression doesn't apply to Phantom telemetry.

D. The Schism

At match start, every player is secretly labeled SIGNAL or NOISE. Nobody knows their label—not even themselves.

  • SIGNAL players receive true telemetry.
  • NOISE players receive plausible but falsified data (shifted quadrants, inverted axes, delayed proximity).

When teammates disagree about what the data says, neither can prove they're right. Trust becomes the real game. Falsification is server-side only—no client ever knows.

After the match ends, all designations are revealed. The reveal is the payoff.

E. DEAD HAND (Win Condition Inversion)

At Cycle 7, a hidden payload spawns on one of 12 eligible tiles in the Intermediate Zone. It's invisible and unannounced.

If a faction finds it, they must spend 2 consecutive cycles on it (detection + absorption). On completion:

  • Win conditions permanently invert—the acquiring faction must now reach their OWN spawn.
  • All their existing scars (real and Phantom) are purged.
  • 3-cycle Ghost Window: zero new scars generated.

The enemy receives no notification. They must deduce the inversion from behavioral shifts: sudden reversal, scar disappearance, stationary dwell in the Intermediate Zone.

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4. ESCALATION

Proximity Signal

When factions are within Manhattan distance ≤ 2: DANGER IMMINENT. No direction. No distance. Just dread. Binary: on or off. Subject to the Schism (NOISE players may see it delayed by 1 cycle).

Ambient Intercepts

3–6 cryptic terminal fragments per 12-hour window, delivered at staggered intervals. ~20% contain one genuine data grain buried in noise. NOISE players get reseeded fragments with falsified grains. You can never verify which fragments were real—not even post-match.

The Intercept

When Proximity is active, a faction gets ONE chance (per match) to guess the enemy's exact tile. Correct guess = enemy pushed back one tile. Miss = enemy is notified. That's it. One bullet.

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5. WIN STATES

BREACH (Victory)

Reach the valid enemy spawn. Fog lifts. Paths revealed. Match over.

// BREACH SUCCESSFUL. SYSTEM SECURED.
INVALID BREACH

Reach a spawn invalidated by DEAD HAND. Cycle wasted. Match continues.

// BREACH FAILED. ARCHITECTURE SHIFT CONFIRMED.
MERGE (Catastrophe)

Same-tile collision. No winner. Both factions eliminated.

// MERGE CONFIRMED. CONNECTION SEVERED.

Post-Match Debrief [v4.3]

After every match, the system reveals the full Schism roster—every player's SIGNAL or NOISE designation, on both factions. Movement histories, scar maps, debt graphs, DEAD HAND status, and modifier reports are all declassified.

// SYSTEM DECLASSIFIED. SCHISM ARCHITECTURE REVEALED.

Ambient Intercept fragment classification is NEVER revealed. The static remains static, even in retrospect.

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6. PERSISTENT MODIFIERS

Match outcomes carry forward. A collision spawns a Virus (affects everyone). A victory grants an Overwrite (affects the winner only).

Viruses (VX_) — Both Factions

Code Effect
VX_SIGNAL_DECAY Explored tiles revert to fog after 3 cycles
VX_PHANTOM_WALLS Every traversed edge becomes one-way. You can trap yourself.
VX_VOTE_CORRUPTION All votes lock on first cast. No retraction.
VX_SONAR_BLIND 40% chance PING returns zone-inverted data
VX_ENTROPY_SURGE Cycle 14+: Merge at D≤1. Proximity at D≤3.
VX_NULL_ECHO Vote tallies hidden until resolution
VX_TIMELINE_FRACTURE 10% chance the 2nd-place vote executes instead
VX_DEAD_CHANNEL One random cycle: faction chat goes read-only

Overwrites (OW_) — Winner Only

Code Effect
OW_GHOST_STEP One-time double-move (2 tiles in 1 cycle)
OW_ECHO_TRACE See enemy position from 2 cycles ago (T-2). Permanent.
OW_DECOY_SIGNAL One-time fake Seismic Disturbance to enemy
OW_DEEP_SCAN See 2 tiles ahead in all cardinal directions. Permanent.
OW_FREQUENCY_LOCK Named Anchor player breaks all tie votes
OW_SONAR_DAMPEN Core tiles return Quadrant instead of Exact
OW_INTERCEPT_RELOAD 2 Intercept attempts instead of 1
OW_NULL_SHIELD Suspend 1 player's voting for 3 cycles
OW_CORRIDOR_SEAL One-time 3-cycle impassable wall. Blocks both sides.
OW_SPAWN_FORTIFY Enemy breach requires 2-cycle dwell
OW_STATIC_BURST One-time fake DANGER IMMINENT on enemy UI
OW_RECURSIVE_LOOP Free backtracking. No Seismic Disturbance alerts.

Viruses are public. Overwrites are hidden from the enemy—they must deduce them from behavior. One Virus + one Overwrite can coexist. Stacking: most recent only.

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7. THE MACRO-STRATEGIC FORK

Diagonal spawns create two genuinely balanced routes:

Wall-Hugger (Perimeter) Payload Rush (Diagonal)
Distance 12–16 moves (6–8 days) 10–12 moves (5–6 days)
Sonar exposure Vague pings only Quadrant → Exact (post-Cycle 3)
Scar footprint Faint (25% entropy) Heavy (50% entropy)
DEAD HAND access Unlikely (off-path) High (passes through payload zone)
Schism exposure Higher (more cycles = more corruption) Lower (fewer cycles)

Neither path is dominant. The Schism punishes both, but compounds more severely over Path A's longer duration.

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REFERENCE

Full rulings, edge-case collision tables, RLS constraints, geometric reference grids, and the Easter Egg are in THE MERGE GDD v4.3 — COMPLETE EDITION. This briefing covers the system architecture; the complete document is the single source of truth for implementation.